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blender-archive/intern/SoundSystem/intern/SND_SoundObject.cpp
Hans Lambermont 12315f4d0e Initial revision
2002-10-12 11:37:38 +00:00

507 lines
6.8 KiB
C++

/*
* SND_SoundObject.cpp
*
* Implementation of the abstract sound object
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "SND_SoundObject.h"
SND_SoundObject::SND_SoundObject()// : m_modified(true)
{
m_samplename = "";
m_length = 0;
m_buffer = 0;
m_gain = 0.0;
m_pitch = 1.0;
m_mingain = 0.0;
m_maxgain = 1.0;
m_rollofffactor = 1.0;
m_referencedistance = 1.0;
m_position[0] = 0.0;
m_position[1] = 0.0;
m_position[2] = 0.0;
m_velocity[0] = 0.0;
m_velocity[1] = 0.0;
m_velocity[2] = 0.0;
m_orientation[0][0] = 1.0;
m_orientation[0][1] = 0.0;
m_orientation[0][2] = 0.0;
m_orientation[1][0] = 0.0;
m_orientation[1][1] = 1.0;
m_orientation[1][2] = 0.0;
m_orientation[2][0] = 0.0;
m_orientation[2][1] = 0.0;
m_orientation[2][2] = 1.0;
m_loopstart = 0;
m_loopend = 0;
m_loopmode = SND_LOOP_NORMAL;
m_is3d = true;
m_playstate = SND_INITIAL;
m_active = false;
m_id = -1;
m_lifespan = 0;
m_timestamp = 0;
m_modified = true;
m_running = 0;
m_highpriority = false;
}
SND_SoundObject::~SND_SoundObject()
{
}
void SND_SoundObject::StartSound()
{
m_playstate = SND_MUST_PLAY;
}
void SND_SoundObject::StopSound()
{
m_playstate = SND_MUST_STOP;
}
void SND_SoundObject::PauseSound()
{
m_playstate = SND_MUST_PAUSE;
}
void SND_SoundObject::DeleteWhenFinished()
{
m_playstate = SND_MUST_BE_DELETED;
}
void SND_SoundObject::SetGain(MT_Scalar gain)
{
m_gain = gain;
m_modified = true;
}
void SND_SoundObject::SetMinGain(MT_Scalar mingain)
{
m_mingain = mingain;
m_modified = true;
}
void SND_SoundObject::SetMaxGain(MT_Scalar maxgain)
{
m_maxgain = maxgain;
m_modified = true;
}
void SND_SoundObject::SetRollOffFactor(MT_Scalar rollofffactor)
{
m_rollofffactor = rollofffactor;
m_modified = true;
}
void SND_SoundObject::SetReferenceDistance(MT_Scalar referencedistance)
{
m_referencedistance = referencedistance;
m_modified = true;
}
void SND_SoundObject::SetPitch(MT_Scalar pitch)
{
m_pitch = pitch;
m_modified = true;
}
void SND_SoundObject::SetLoopMode(unsigned int loopmode)
{
m_loopmode = loopmode;
m_modified = true;
}
void SND_SoundObject::SetLoopStart(unsigned int loopstart)
{
m_loopstart = loopstart;
m_modified = true;
}
void SND_SoundObject::SetLoopEnd(unsigned int loopend)
{
m_loopend = loopend;
m_modified = true;
}
void SND_SoundObject::Set3D(bool threedee)
{
m_is3d = threedee;
}
void SND_SoundObject::SetLifeSpan()
{
m_lifespan = m_length / m_pitch;
}
bool SND_SoundObject::IsLifeSpanOver(MT_Scalar curtime) const
{
bool result = false;
if ((curtime - m_timestamp) > m_lifespan)
result = true;
return result;
}
void SND_SoundObject::SetActive(bool active)
{
m_active = active;
if (!active)
{
m_playstate = SND_STOPPED;
(this)->remove();
}
}
void SND_SoundObject::SetBuffer(unsigned int buffer)
{
m_buffer = buffer;
}
void SND_SoundObject::SetObjectName(STR_String objectname)
{
m_objectname = objectname;
}
void SND_SoundObject::SetSampleName(STR_String samplename)
{
m_samplename = samplename;
}
void SND_SoundObject::SetLength(MT_Scalar length)
{
m_length = length;
}
void SND_SoundObject::SetPosition(const MT_Vector3& pos)
{
m_position = pos;
}
void SND_SoundObject::SetVelocity(const MT_Vector3& vel)
{
m_velocity = vel;
}
void SND_SoundObject::SetOrientation(const MT_Matrix3x3& orient)
{
m_orientation = orient;
}
void SND_SoundObject::SetPlaystate(int playstate)
{
m_playstate = playstate;
}
void SND_SoundObject::SetId(int id)
{
m_id = id;
}
void SND_SoundObject::SetTimeStamp(MT_Scalar timestamp)
{
m_timestamp = timestamp;
}
void SND_SoundObject::SetHighPriority(bool priority)
{
m_highpriority = priority;
}
bool SND_SoundObject::IsHighPriority() const
{
return m_highpriority;
}
bool SND_SoundObject::IsActive()const
{
return m_active;
}
int SND_SoundObject::GetId()const
{
return m_id;
}
MT_Scalar SND_SoundObject::GetLifeSpan()const
{
return m_lifespan;
}
MT_Scalar SND_SoundObject::GetTimestamp()const
{
return m_timestamp;
}
unsigned int SND_SoundObject::GetBuffer()
{
return m_buffer;
}
const STR_String& SND_SoundObject::GetSampleName()
{
return m_samplename;
}
const STR_String& SND_SoundObject::GetObjectName()
{
return m_objectname;
}
MT_Scalar SND_SoundObject::GetLength() const
{
return m_length;
}
MT_Scalar SND_SoundObject::GetGain() const
{
return m_gain;
}
MT_Scalar SND_SoundObject::GetPitch() const
{
return m_pitch;
}
MT_Scalar SND_SoundObject::GetMinGain() const
{
return m_mingain;
}
MT_Scalar SND_SoundObject::GetMaxGain() const
{
return m_maxgain;
}
MT_Scalar SND_SoundObject::GetRollOffFactor() const
{
return m_rollofffactor;
}
MT_Scalar SND_SoundObject::GetReferenceDistance() const
{
return m_referencedistance;
}
MT_Vector3 SND_SoundObject::GetPosition() const
{
return m_position;
}
MT_Vector3 SND_SoundObject::GetVelocity() const
{
return m_velocity;
}
MT_Matrix3x3 SND_SoundObject::GetOrientation() const
{
return m_orientation;
}
unsigned int SND_SoundObject::GetLoopMode() const
{
return m_loopmode;
}
unsigned int SND_SoundObject::GetLoopStart() const
{
return m_loopstart;
}
unsigned int SND_SoundObject::GetLoopEnd() const
{
return m_loopend;
}
bool SND_SoundObject::Is3D() const
{
return m_is3d;
}
int SND_SoundObject::GetPlaystate() const
{
return m_playstate;
}
bool SND_SoundObject::IsModified() const
{
return m_modified;
}
void SND_SoundObject::SetModified(bool modified)
{
m_modified = modified;
}
void SND_SoundObject::InitRunning()
{
m_running = 0;
}
bool SND_SoundObject::IsRunning() const
{
bool result = false;
if (m_running > 100)
result = true;
return result;
}
void SND_SoundObject::AddRunning()
{
++m_running;
}